Korog
Level 16Attacks
Abilities
When a graveknight is destroyed, its armor rebuilds its body over the course of -or more quickly if the armor is worn by a living host. If the body is destroyed before then, the process restarts.
A graveknight can only be permanently destroyed by obliterating its armor (such as with Disintegrate), transporting it to the Forge of Creation, or throwing it into the heart of a volcano.
30 feet. When a creature in the aura uses a vitality spell or ability, the graveknight automatically attempts to counteract it, with a counteract modifier of .
Korog declares one creature he can see within 30 feet to be his blood-foe whom he swears to defeat. He can have up to three blood-foes designated at a time; any additional blood-foe removes another blood-foe of Korog's choice. Korog treats the results of Perception checks made against blood-foes as improved by one degree, and he has a +2 circumstance bonus to AC against his blood-foes' attacks.
The graveknight unleashes a 30-foot area of energy. Creatures in the area take 9d12 electricity damage (DC 37 reflex save). The graveknight can use this ability once every .
This curse affects anyone who wears a graveknight's armor for at least 1 hour.
Saving Throw DC 37 will save
Onset 1 hour
Stage 1 Doomed 1 and cannot remove the armor (1 day)
Stage 2 Doomed 2, the creature's Speed is reduced by 10, and cannot remove the armor (1 day)
Stage 3 dies and transforms into the armor's graveknight.
Effect: Graveknight's Curse
Frequency once per round
Effect Korog commands his allies to take an action. All allies who hear or see him are Quickened for 1 round and can use this extra action to Step, Stride, or make a Strike against one of Korog's blood-foes.
The graveknight has access to the critical specialization effects of any weapons it wields.
Graveknights are undead warriors granted unlife by a cursed suit of armor.